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v3.1.0.6 Alpha #907

Merged
merged 8 commits into from
Aug 14, 2024
Merged

v3.1.0.6 Alpha #907

merged 8 commits into from
Aug 14, 2024

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Die4Ever
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Changes since v3.1.0.5 Alpha

  • Health affecting movement speed now proportional to max health
    • Instead of slowing down at 67 health and 34 health of each leg, now you slow down at 67% and 34%
  • Horde mode 100 bottles of wine on the wall (you can carry up to 100 now)
  • Fixed possible crash when using medbot/repairbot while it dies
  • M15 Tong ending speedup the buttons sequence at the end
  • Limit how much you can move and how much energy you can consume in a single frame (like during quicksaving)
  • Accuracy mod back down to 12.5% instead of 15% (vanilla is 10%). This means you need 4 of them to hit the maximum of +50%.

Changes since v3.1.0.3 Alpha (Weekly Race)

  • GUI
    • DXMP style skills/augs screens close with escape key
    • Realtime menus partially hide HUD
    • Infolinks and logs side-by-side when your screen is wide enough, and log messages always play beeps immediately
    • Messages about inventory full, etc, now beep
    • No more spaces around randomized passwords, since we have autofill now and you don't need to copy/paste
    • Tweaked save names for autosaves
    • New Game+ general setting for enabled/disabled/according to game mode, and moving it outside of the flagshash
  • Area 51
    • Require 4 blue fusion reactor keypads again, back to 4 digits, with grouped learning. Keypads still allow interrupting the DENIED message for fast guessing.
    • goal object at Observation Deck will now release enemy bots behind you!
    • Tong ending speedup the buttons sequence at the end
  • Don't move or take damage or consume energy while loading/autosaving/randomizing
  • Limit how much you can move and how much energy you can consume in a single frame (like during quicksaving)
  • Death Markers now lower highlighting priority
  • Vandenberg CMD releasing bots will open Comms door, fixed their walking path, and the keypads glow better
  • On M04 NSF HQ, the transmitter computer is now allowed at the rooftop vanilla location again
  • Fixed horde mode not resetting augs on start
  • Horde mode number of enemies now scaling with advanced settings for enemies
  • Accuracy mod back down to 12.5% instead of 15% (vanilla is 10%). This means you need 4 of them to hit the maximum of +50%.
  • Reworked DXRFashion
  • Ceiling fans can now be turned on and off, with a bingo event
  • No longer delete vanilla datacubes with descriptions of medbots/repairbots (we used to use these as the hint datacubes but now we have custom text for them instead)
  • Health always starts at max on new NG+ loops (maybe still bugged)
  • Fixed auto augs spamming the activate sound when you run out of energy
  • Intel GPUs default to no DXVK (issue Intel Iris Xe does not like DXVK #898)
  • installer Linux work with alternate library paths, added extract option to CLI
  • New Option to disable fog effects for more performance (you're welcome, Nitram)
  • Some tweaks to dynamic patrol routes
  • Ironman modes (WW Hardcore, only available in alphas/betas) New Game+ no longer randomizes max health
  • Fixed Lucky Money Ling triggers for resuming the date after raid

All Changes since v3.0

General Balance (discussion in issue #842)

  • Buffed regular sword damage and speed
  • Reverted old nerf of master pistol 180% vs vanilla 200% (this catches us up with old changes like helmets being added, shotguns being buffed, and assault rifle having a default of 4 damage instead of 3)
  • Buffed range mod, nerfed ranges for pistols and assault rifle
  • Buffed accuracy mod (from 10%, to 15%, and now down to 12.5% in v3.1.0.6 Alpha)
  • Buffed accuracy for pistols
  • Laser sight now works for crossbows and plasma rifles
  • Fixed quick scope exploit, scope view now has instant shake
  • Stealth pistol base damage buffed to 9 instead of 8, so the chances of it overtaking the regular pistol are a bit more likely
  • slightly increased pistol ammo, rates are still lower than vanilla
  • Buffed EMP Shield by making levels 1 to 3 slightly stronger (level 4 was already 100% resistance), and all levels make you immune to scrambler grenades
  • Buffed Energy Shield by making it use 25 energy per minute like multiplayer, instead of 40 like vanilla
  • Adjusted player movement speed according to weapon skill (100% to 160%) and AugMuscle
  • Synthetic heart now allows boosting past max level (Speed aug level 4 is 170%, level 5 is 180%)
  • Tweaked combat difficulty scaling for environmental effects, plasma shots should be slightly less punishing for the player now, electricity emitters and pain zones should be doing slightly more damage now due to fixing a bug
  • Untrained enviro skill passive slightly less punishing for the player now
    • Zero Rando enviro passive was: -37%, -12%, 12%, 37%
    • Zero Rando enviro passive now: -28%, -6%, 14%, 37%
    • (hopefully it will still be worth upgrading, especially for using armors)
  • Robots slight damage resistance to plasma (25% instead of the old 0%, or the vanilla 75%)
  • Increased darts and flare darts ammo quanitites (not tranq darts)
  • Free and infinite Aqualung

Major Changes

  • Area 51
    • Area51 door_helios_room keypad always unhackable
    • Area51 goal locations are now randomized (sorry speedrunners)
    • M15 Blue Fusion Reactor now with grouped learning
    • Keypads now allow you to type numbers to interrupt the DENIED message (allowing you to guess the last digit of the Blue Fusion Reactor code more quickly)
    • Fixed Aquinas Router keypad code datacube for GOTY
    • Tong ending speedup the buttons sequence at the end
  • M04 rooftop transmitter computer vanilla allowed again
  • Dockyard removed crane keypad back to vanilla button (originally we thought the crane route was overused, but now it isn't)
  • Liberty Island goals mutual exclusions
  • Skill values in new game menu
  • Small autoturrets fire at half the rate of full sized turrets. Made sure all turrets in the game use their default firerates.
  • Spawned autoturrets can now randomly be small or large
  • Descriptions for weapons/skills/augs now tell you if it's a good roll or a bad roll by showing the defaults
  • Gas station TNT crate for Tiffany, for speedrun mode
  • Goal Rando computers now get a modified texture to differentiate them
  • Update HK Helibase Purge Gas radius to match visuals, and change from tear gas damage back to Poison Gas damage (same as vanilla)
  • DXMP skills menu for single player, and a new similar aug upgrading menu (make sure to go to Keyboard/Mouse settings and bind keys for "Activate Multiplayer Skill Menu" and "Activate Quick Aug Menu"). You can close by pressing the bound button again, or escape.
  • Crosshairs now ignore death markers (don't worry, they didn't actually help you aim, it was only an illusion). Also they have lower highlight priority now.
  • Medbot/repairbot hints closer on Z axis to the bot (using Z*3, imagine a squished ball)
  • Fixed flags not getting cleared when skipping intro too quickly (you can't skip the intro too quickly anymore)
  • Added auto consume to item refusal system
  • More responsive highlighting and fixed exploits
  • Use DynamicLights for datacube glow
  • Tweaked rates randomization
  • Lots of fixes for different WaltonWare starting locations
  • Fixed weapon mods being rerandomized when going to jail
  • M06 unique Nervous Worker look
  • Horde mode improvements
    • Repair bots can now spawn
    • When there are too many barrels/tnt crates on the map, instead of swapping them, now we deal 1 damage to the oldest ones each wave
    • Fixed not resetting augs on start
    • Number of enemies scaling with advanced settings for enemies
    • Horde mode 100 bottles of wine on the wall (you can carry up to 100 now)
  • Disabled clothes rack change camera in speedrun mode
  • Fixed some bingo goal titles

Minor Changes

  • Fixed randomized robot names
  • Gunther and Gilbert have ammo for the possible weapons you can give them, and fixed a bug with Confix
  • Throwing grenades and turning to a wall now only gives you your ammo back if it's before frame 0.7, which is when it notifies and tells the game to spawn the grenade projectile
  • Smoke and gas leaking from barrels will now be moved when the barrel is shuffled
  • Enemies in the Hong Kong Helibase robot bays can no longer open/close the doors themselves, and need to wait for the alarms to be set off
  • Lowered the alarm inside M03 boat house
  • Fixed some teleporters that you can sneak past because they were too small
  • Splits overlay is an Advanced game option
  • Give "Trash" and "Not Trash" separate keyboard shortcuts
  • EMP disables cloak enemies
  • Don't give "Rick" a random name when memes are disabled
  • Restored overheard conversation in superfreighter over "loudspeaker" in the helibay
  • Restored last infolink from Helios in Area 51
  • Fixed the "Critical Loctaion Bonus" typo in Area 51 Final... finally.
  • Restored Jojo's barks
  • dxvk.conf max of 500 fps
  • More piano practice for JC
  • Piano will now make sure all songs get played an equal number of times, while also allowing certain songs to be weighted more (for bingo goals)
  • Item swaps fail if they move to the other side of a wall (so items won't be placed too far from where the randomizer intended to move them to)
  • Vandenberg Computer, Oceanlab UC, and Area 51 bunker fans are highlightable so you can see how much damage you've done
  • Crowd Control "give item" effects now become selectable based on the loadout in use, so you can't try to give a SWTP player a gep gun and have it rejected by the loadout
  • Gary Savage doesn't give you an aug upgrade on post gas station starts
  • Fixed water cooler in versalife break room facing wrong way
  • Fixed clothes racks with LDDP when memes are disabled
  • Restored Everett barks
  • SkillComputer slightly nerf trained speed in Zero Rando so that the "defaults" display lines up better with randomized values, note this has no effect on randomized values since those only check the range of lowest to highest
  • Teleporters now block actors
  • CleanerBots no longer move when disabled
  • Fixed the "You can dance if you want to" goal not being marked if the ScriptedPawn being watched isn't in the Dancing state
  • Singular bingo goal descriptions
  • Chateau DuClare bingo goals with fixed max value (tour 5 parts, and collect 3 keys)
  • Open vandenberg comm building doors immediately on Gas Station/Oceanlab/Silo starts
  • Restored riot cop barks in 08_NYC_HOTEL
  • Slightly moved M01 boat Top of Statue so it's easier to see from UNATCO
  • M06 rename DTS boatperson location to canal waterside apartment
  • M08 free clinic location closer to door
  • Fixed computer skill description for Zero Rando
  • All holograms in the game should now be fearless and no longer run away
  • Fixed "12" keypad code being found in some datacubes
  • Fixed minor bugs when upgrading some augs
  • NSF HQ allow Paul infolink multiple times if you fail to align the dishes, and don't allow progression until you do
  • Entrance Rando spoilers hide dummy connections
  • DXRMissions mark DataLinkTriggers as important so they interrupt others
  • M01 Gunther will no longer go into WaitingFor orders if you have already talked to him
  • Coronas now get properly restored after Matrix Mode ends
  • Lenny will always trade a LAM for zyme
  • Cigarette machines can be used for the "All Sold Out!" goal
  • M15 Bob Page tells you to jump if you enter the M15 fan entrance through the hatch
  • M15 don't let the player close the set of double doors to the gray room
  • M03 if you've fixed the mole people water, it can now be used for the extinguishing yourself bingo goal
  • Some Lamp3s on Liberty Island start turned off
  • Keypads unlock (without toggling) their door by default
  • Fixed Jerry assignment
  • M01 don't play DL_FrontEntrance or DL_BackEntrance after finding Leo
  • M05 Alex's computer still has the closet code when it has part of anna's killphrase
  • Don't play conversation music in speedrun modes (the switch and switch back is annoying when you only hear it for like 1 second)
  • Fixed mastodon bot retries time
  • Augs that have less than 4 levels now show X-marked icons filling the impossible upgrade slots
  • Improved animals with nanokeys
  • Weld points now have blockmonsters
  • Fixed Bob dying explosions
  • Partially fixed alt+tab issues
  • Fixed exploit in M08 street avoiding MJ12 spawns
  • Reworked DXRFashion
  • Realtime menus partially hide HUD
  • Infolinks and logs side-by-side when your screen is wide enough
  • Ceiling fans can now be turned on and off
  • Speedrun splits track standard deviations in DXRSplits.ini
  • No longer delete vanilla datacubes with descriptions of medbots/repairbots (we used to use these as the hint datacubes but now we have custom text for them instead)
  • Don't move or take damage or consume energy while loading/saving/randomizing
  • Fixed auto augs spamming the activate sound when you run out of energy
  • Intel GPUs default to no DXVK (issue Intel Iris Xe does not like DXVK #898)
  • Linux installer work with alternate library paths, added extract option to CLI
  • Vandenberg CMD releasing bots will open Comms door, and their walking path has been fixed (issue M12 Vandenberg Command can be difficult in Stick With the Prod modes #849)
  • Vandenberg CMD keypads glow better (issue M12 Vandenberg Command can be difficult in Stick With the Prod modes #849)
  • No more spaces around randomized passwords, since we have autofill now and you don't need to copy/paste
  • Option to disable fog effects for more performance (you're welcome, Nitram)
  • Tweaked save names for autosaves
  • Dynamic patrol routes tweaks
  • Messages about inventory full, etc, now beep
  • Lucky Money fix Ling triggers for resuming date after raid
  • New Game+ general setting for enabled/disabled/according to game mode, and moving it outside of the flagshash
  • Health always starts at max on new NG+ loops (maybe still bugged)
  • For Ironman modes (WW Hardcore, only available in alphas/betas) New Game+ no longer randomizes max health

the quicksave function unsets the LevelAction in the same frame, so ProcessMove never sees it, so we check for high DeltaTime too
we could make the quicksave se tthe LevelAction along with some bool to signify that it should be cleared, but this works well too
…s option, and a little slower than before because I was still able to skip past lasers

the quicksave function unsets the LevelAction in the same frame, so ProcessMove never sees it, so we check for high DeltaTime too
we could make the quicksave se tthe LevelAction along with some bool to signify that it should be cleared, but this works well too
vanilla is 10% which means you needed 5 of them to hit the max of +50%, now with this change you only need 4 of them and it lands at exactly +50% instead of overshooting the max
@Die4Ever Die4Ever added this to the v3.1 milestone Aug 14, 2024
@Die4Ever Die4Ever merged commit 828c75c into master Aug 14, 2024
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@Die4Ever Die4Ever mentioned this pull request Aug 15, 2024
This was referenced Aug 23, 2024
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